uniform vec4 eyePosition;
uniform sampler2D bottomTex;
uniform sampler2D causticsTex;

void main(void)
{
	vec3 bottomColor = vec3(texture2D(bottomTex, gl_TexCoord[0].st));
	vec3 causticsColor = vec3(texture2D(causticsTex, gl_TexCoord[0].st));
	vec3 diffuseColor = bottomColor * 0.6 + causticsColor;
	
	vec3 color = diffuseColor;
	
	gl_FragColor = vec4(color, 1.0);
}
